Is now the craft to gather ironwood logs. This addresses a pricing issue due to some features added for upcoming smoking crafts. Yes - it's still an opener, but it's a slightly higher skill roll to account for the higher value of ironwood.

Put in a whole bunch of minor fixes last night. Sausages, bins, etc. I also added a general scrap wood items craft so that people can turn wooden items into a small amount of scrap wood for firewood. Why? To help clear clutter and hoarding.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

added wolfsbane gathering, wolfsbane salve for the medicinally inclined, reinstated a bog-ore gathering craft (the actual moss is present and will refill itself over time), added a blacksmithing craft for a spade and a few other minor fixes.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

I've been busy. Silverweed's been added to the tormentil and wolfsbane herbal list for gathering. The silverweed salve item and craft is also added. Gardening now has beds of mint that need watering/gathering. Said mint is now in a general mint-tea craft. This also means new objects of watering cans and kettles are added. Chemises added to textilecraft. Horns and antlers have been revised to have multiple uses - for antlers, it varies based on the size of the antlers. Plus a bunch of other minor fixes that are probably less visible but are there.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Thanks to one of our industrious builders making a few instruments, the items for basic RP plus some preliminary creation/use crafts have gone in. Still to be tweaked, adjusted, and added to, of course.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

A couple more gardening crafts added (and not all spring or summer!) and a matching foraging-herbalism craft as of next reboot. Several more objects and another first-aid craft added. Courtesy of our stellar builder, a couple of instrument crafts added, too.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Started (but not completed) last night, the start to dyecraft. Okay, not producing the dyes (yet) so those will be sold (for now) but so clothier can dye their wool and nettle and leather workers their hides. I should have the start in and available tonight.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Starting dyecrafts for raw textilecraft and for leather is in - to be expanded upon. (Yes, that required adjusting all leather crafts.) A new round of clothing crafts have been added to textilecraft to make use of some imported fabrics (this is in the advent of getting rid of all produce-able fabrics once that craftset is finished.) Also added a new tree type (which you've probably seen glimpses of,) new foraging crafts related to them (yes, autumn and winter crafts!) And a related medicine craft that should be useful to people with first-aid.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Fixed the pelt to suede craft. Added orc crafts for brining wolf and warg pelts as mentioned in staff announcements as well as removing wolf and warg from general pelt brining. Added mobs and crafts for stag and massive stag hunting to go live tonight.

[Petition:***] Why is there a pretty pink pony with doe eyes and a party-balloon cutie mark in the group?

Poor- and rough-quality weapon components will now consume iron proportionally to the size of the component, similar to how ordinary weapon components work. Rough quality uses slightly less iron than the higher tiers.

Quality rolls have been completely redone. Coming with a next reboot, you should start seeing some serious differences. A few things to note:

- Solid quality is now actually a thing. For more experienced crafters, it will be -the- most common result.- As your skill rises, your chance of rolling a shoddy or poorly-crafted object goes down. It does reach zero at certain points. - Exceptional/master quality objects will now be EXTREMELY rare. Only the most skilled crafters in game have a tiny tiny chance to make one of these. This is not a bug, but rather a feature.

Even though a lot of testing has been done on BP and a lot of counting, spreadsheet-writing and graph-drawing has gone into this, there might be a tiny bug to be squashed in case a typo has been done or a variable miscounted. Please feel free to use the ticket system or the typo command in case you spot a problem. The more info you can give, the better (what craft, which objects used, what happened...).If you see anything in game that says that it is 'of a rather unremarkable quality', please let me know via a typo report.

Please note I haven't gotten around to finishing this move over for poor weapons, which will for now still use the old system. Should get that done tomorrow.